using file-scoped namespaces
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@@ -5,46 +5,45 @@ using System;
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using System.Collections.Generic;
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using System.Reflection;
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namespace UIFixes
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namespace UIFixes;
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public class LoadMagPresetsPatch : ModulePatch
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{
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public class LoadMagPresetsPatch : ModulePatch
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protected override MethodBase GetTargetMethod()
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{
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protected override MethodBase GetTargetMethod()
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{
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return AccessTools.Method(typeof(MagazineBuildPresetClass), nameof(MagazineBuildPresetClass.smethod_0));
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}
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return AccessTools.Method(typeof(MagazineBuildPresetClass), nameof(MagazineBuildPresetClass.smethod_0));
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}
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// This method returns a list of places to search for ammo. For whatever reason, it only looks
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// in equipment if stash + sorting table are not present.
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// Can't just add equipment because that includes equipped slots and it likes to pull the chambered bullet out of equipped guns
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[PatchPostfix]
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public static void Postfix(Inventory inventory, List<LootItemClass> __result)
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// This method returns a list of places to search for ammo. For whatever reason, it only looks
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// in equipment if stash + sorting table are not present.
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// Can't just add equipment because that includes equipped slots and it likes to pull the chambered bullet out of equipped guns
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[PatchPostfix]
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public static void Postfix(Inventory inventory, List<LootItemClass> __result)
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{
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if (!__result.Contains(inventory.Equipment))
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{
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if (!__result.Contains(inventory.Equipment))
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var vest = inventory.Equipment.GetSlot(EquipmentSlot.TacticalVest);
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if (vest.ContainedItem is LootItemClass vestLootItem)
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{
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var vest = inventory.Equipment.GetSlot(EquipmentSlot.TacticalVest);
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if (vest.ContainedItem is LootItemClass vestLootItem)
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{
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__result.Add(vestLootItem);
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}
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__result.Add(vestLootItem);
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}
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var pockets = inventory.Equipment.GetSlot(EquipmentSlot.Pockets);
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if (pockets.ContainedItem is LootItemClass pocketsLootItem)
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{
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__result.Add(pocketsLootItem);
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}
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var pockets = inventory.Equipment.GetSlot(EquipmentSlot.Pockets);
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if (pockets.ContainedItem is LootItemClass pocketsLootItem)
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{
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__result.Add(pocketsLootItem);
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}
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var backpack = inventory.Equipment.GetSlot(EquipmentSlot.Backpack);
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if (backpack.ContainedItem is LootItemClass backpackLootItem)
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{
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__result.Add(backpackLootItem);
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}
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var backpack = inventory.Equipment.GetSlot(EquipmentSlot.Backpack);
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if (backpack.ContainedItem is LootItemClass backpackLootItem)
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{
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__result.Add(backpackLootItem);
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}
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var secureContainer = inventory.Equipment.GetSlot(EquipmentSlot.SecuredContainer);
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if (secureContainer.ContainedItem is LootItemClass secureContainerLootItem)
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{
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__result.Add(secureContainerLootItem);
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}
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var secureContainer = inventory.Equipment.GetSlot(EquipmentSlot.SecuredContainer);
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if (secureContainer.ContainedItem is LootItemClass secureContainerLootItem)
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{
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__result.Add(secureContainerLootItem);
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}
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}
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}
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